City Screen Checklist

Yudishtira

Spiritual/Creative
Joined
Nov 2, 2012
Messages
2,861
Location
Brisbane
Call me crazy :D, but this is the checklist I go through in every city screen, every turn.
(I adopted this checklist in the Classical Era, so its applicability in other eras may be diminished)

1. Crime: will the town reach 75 crime in the next 10 turns at the current rate?
If so, add a crime prevention building (or a City Watchman) to the (near-future) build list so as to prevent it

2. Disease: will the town reach 50 disease in the next 10 turns at current rate?
If so, add a disease reduction building (or Healer if no constructable building is up to the task)

When you get pollution-reduction buildings and strategies, you will want to check pollution levels too. I have so far only got the minor pollution at a level of 100, and don't consider it worth worrying about. So I can't comment on when pollution gets too bad to be tolerated. As for flammability, I wouldn't have a clue. Get an early religion, and just pray...:D

3. Is the city unhappy or unhealthy? (Maybe should be first, but after you use a procedure like this, it becomes less of a consideration ;))
If it is, schedule the most cost-effective build to fix it

Of course, unhappiness is much worse than unhealthiness, so you will probably let a point or two of unhealthiness slide for a turn or ten.

4. Is it working any weak tiles?
Normally this will only happen if it just grew, but you will kick yourself (well I do anyway) if you only discover it after some time, so why not be thorough?

5. How far is the city from expanding its borders? (If it's 1000+ turns, you could maybe not check again for a while, but I have a terrible memory...)

6. How far is the city from increasing in population? If within about 10 turns:
- is there a tile or specialist slot for the prospective population point to work?
(If not, make one, or micro to inhibit growth)
- will the city become unhappy or unhealthy with the increase?
(If unhappy, there is probably no point growing. If unhealthy, as with point 3. above, you probably don't mind as much)

Not every turn, but every GP, you will have to check which city is best placed to get the next GP. You will then maximize/optimize specialists in that city, and you may reduce the number of specialists elsewhere (assuming they have tiles which can profitably employ them)

Players less noobish than me claim to have GP farms that produce all their GPs and where they happily manage to employ all their specialists. Until such time as my Ascension/Enlightenment, I can only advise mere mortals like myself.
 
1. Crime: will the town reach 75 crime in the next 10 turns at the current rate?
If so, add a crime prevention building (or a City Watchman) to the (near-future) build list so as to prevent it

2. Disease: will the town reach 50 disease in the next 10 turns at current rate?
If so, add a disease reduction building (or Healer if no constructable building is up to the task)

Interesting to know are these "Danger" or "Warning" is less that that "Safe"?

Btw unhealthiness is supposed to affect disease but we may not have done those yet. the more :yuck: per turn or additive the more likely of a new outbreak. this is a different mechanic for disease yet again. ;)
 
Interesting to know are these "Danger" or "Warning" is less that that "Safe"?

75 crime is where the (Forgery?) -6:gold: per turn starts - it's just soliciting I think before that. Similarly 50 disease you get +4:yuck: with 2 new diseases.

So they're not exactly fatal in one city, but I prefer to keep on top of them. When I first discovered crime, some of my cities were up around 200.

Btw unhealthiness is supposed to affect disease but we may not have done those yet. the more :yuck: per turn or additive the more likely of a new outbreak. this is a different mechanic for disease yet again. ;)

While I'm not looking forward to it, I look forward to it! ;) I've posted before that I'd like crime effects not lessened, but more gradated. Same goes for disease.
 
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